Fixed the difficulty value not displaying correctly in the Mann vs. Machine scoreboard

Fixed Mann vs. Machine bots floating in the air when they die from an explosion

Fixed the Pyro’s clap sounds clipping the voice lines during the Party Trick taunt

Fixed the Short Circuit creating its firing effects when being deployed

Fixed Mini-Sentry collision hull and hitbox being scaled smaller than they should be

The Frying Pan can now accept Kills While Explosive Jumping strange parts

Updated the equip_region for the Mining Light and Lord Cockswain’s Novelty Mutton Chops and Pipe

Updated the materials for the Apparition’s Aspect and made it paintable

Updated the Eternaween vote so it cannot be initiated by clients without using the Eternaween

Updated the localization files

Updated pl_cactuscanyon

Completed permanent removal of previous stage 2 from the map

Removed the rollback hill in stage 2, and adjusted neighboring u-turn

Adjusted the right-hand spawn exit for Blu in stage 2

Reworked Sniper window above underpass in stage 2

Adjusted spawn times in stage 2

Added flatcars to the train in stage 2

Blu side path from cart spawn to underpass is now a drop-down in stage 2

Widened a doorway along the cart-path in stage 2

Updated rd_asteroid

Removed spawn advantage for attackers that die in the enemy base

Moved health and ammo above the front door stairs further into the base

Increased bot count. Summed total health and points in each section remains the same.

Power core pickups now give health and ammo to the collector

Removed small health kit above cave exit

Added medium ammo kit in the caves near the medium health kit

Alright, first off, rest in peace, Stage 2 of Cactus Canyon. They removed it completely, when it seemed (to SPUF at least) to be a good, fairly balanced area. Cactus Canyon is now just a 2 stage map and Stage 3 is now Stage 2. We’ll miss you, old Stage 2. Asteroid has also had some changes, a lot of them seem like the ones that were added last time then removed again. Not sure whether more bots is a good thing or a bad thing yet though.

Anyway, it looks like mostly bug fixes. One of the more notable ones is the fix to the Apparition’s Aspect. I have a feeling they finally added the changes that have been sitting in the workshop since like forever. It’s also paintable, so we’ll be seeing more Pyros with bright ping and green heads. At least they’ll be translucent rather in your face… I hope. Other cosmetics include the change from hat to misc for the Mining Light and the Novelty Mutton Chops and Pipe, which will now probably double in price in their unusual forms. Here’s hoping that the Sniper’s Yellow Belt and the Otolaryngologist’s Mirror get the same treatment.

The rest of the changes are mostly small bug fixes, fixing weird sounds and textures, although the bug in which you could call an Eternaween vote without actually owning one has also been fixed. That was quite a cool bug, to be honest.

There’s one little change which caught my attention. Weapons now update on demand, which is listed as a client memory performance boost. I don’t know how much this will affect performance, and I wonder if it will be used later on with hats?

On top of all this, non-Engineers can rejoice for a change. Pyros can now rank up their strange flamethrowers by reflecting stuff and the Short Circuit had a strange cosmetic bug fixed. But more importantly, the Mini-Sentry’s hitbox has been made taller. This means it’s easier to hit. It’s a nerf. It’s a nerf! Will you calm down for a bit now please?